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DARKDOORS ENTERTAINMENT Presents

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  • DARKDOORS ENTERTAINMENT Presents

  • Game Rules (Prototype)

    1 - Introduction and win-loss conditions (p.4) 1.1 Introduction 1.2 Objectives 1.3 Victory requirements 1.4 Defeat conditions

    2 - Components and deck descriptions (pp.5-9) 2.1 Component list 2.2 Decks (Referred image) 2.3 Luck deck 2.4 Gear deck and upgrade tokens 2.5 Dungeon deck

    3 - Lectern, gear and magic (pp.10-12) 3.1 Player Lectern (Referred image) 3.2 Victory track 3.3 Defeat track 3.4 Monster and player victory track 3.5 Character magic 3.6 Inventory

    4 - Dice (pp.12-13) 4.1 Dice types 4.2 Dice management

    5 - Gameplay (pp.14-16) 5.1 Game setup 5.2 Turn development 5.3 End of game 5.4 Last Boss

    6 - Game modes (p.17) 6.1 Difficulty modes

    7 - Magic & Monsters cards full description (pp.18-19) 7.1 Magic cards, visual guide 7.2 Monsters cards, visual guide

    8 - FAQ https://darkdoorsentertainment.com/

  • 1.1 Introduction

    “A brave warriors group enters the shadowy dungeon, with the intent to defeat the cruel evil forces inhabiting there. Dungeon darkness, battle stress and gloomy fluids emanating from its walls will push our courageous heroes to their limits. The battle is not only against the evil forces, but also against each other , to obtain the greatest glory and the biggest loot.”

    1.2 Objectives

    The adventurers will rise victorious if they manage to surpass all the challenges presented by the dungeon deck and manage to defeat the final Boss, awaiting for them in a life-or-death final epic encounter.

    If the monsters manage to defeat the heroes a certain number of times (depending on the chosen difficulty; see 6.1), they heroes lose the game.

    1.3 Victory requirements:

    1- When the deck is depleted (revealing one card per player turn) the heroes must defeat the final monster. They join forces for the final encounter, and if they manage to kill the monster, they will share the gained glory. However, the player with the best result, after subtracting defeats from victories, is the Most Valuable Player, and his name will become inspiration for the bards’ ballads. That player also reaps the best rewards from the final encounter (see 5.3).

    2- If a hero manages to gather 10 victories before the dungeon deck is depleted, he instantly wins the game. Loot will be awarded and split as if the final encounter has been won (see 5.3), just in case you want to face second dungeon.

    1.4 Defeat conditions:

    Whenever a monster defeats the heroes, players gain defeat tokens and place them in a visible place. The tokens affect everyone in the game and depending on the difficulty level a certain number of tokens is required for the dungeon run to fail. (See 6.1 Games modes). If the heroes successfully defeat the evil forces, the defeat tokens that remain unused after the deck is depleted, correspond to the number of tries they will have to kill the final Boss.

  • 2.1 Components

    Luck deck - 105 cards - Sized 87x56 cm Gear deck - 48 cards - Sized 87x56 cm Dungeon deck - 38 cards - Sized 120x70 cm Player tableau - 4 units Player equipment tableau - 8 units Dice - 91 units Color cubes - 72 units Monster defeat tokens - 6 units Rulebook

    2.2 Decks (Referred image):

    Luck deck Gear deck Dungeon deck

    2.3 Luck deck:

    Magic cards -

    Can be used according to instructions, as long as you are fighting your own battle, an not helping another hero. Magic cards can’t be swapped or traded to other players. (You can find a full description of all magic cards in 8.1).

    Sample of magic cards

  • Gear upgrade cards -

    These are automatically replaced for an upgrade token, on the corresponding gear part. By giving up 3 tokens, you can upgrade any part to its better version, twice (max level 3 in dungeon 1). You can simultaneously upgrade 4 parts at most. Once upgraded (with the new card and without upgrade token on it) it does no longer count towards that limit. This rule only applies for gear parts with upgrade tokens on them. If at any time you have 4 parts with upgrade tokens on them, any extra upgrade cards may be stored in your inventory or be traded with another player.

    Sample Gear Upgrade cards

    Help cards -

    Help - Can be used in any battle (1 per battle) you are not involved into, by picking a side and adding your dice roll and hero magic (if able and willing to do so). You may even assist the monster! Any player can refuse the offered help. The helping player can’t use Magic Cards.

    Forced help - It allows you to compel another player, to add their dice to help you. The helping player may add as many dice as he wants, but he must add at least two dice. You keep all the rewards of a successful encounter.

    Add to combat - Allows you to join any battle where a “Help” card has been played.

    * With the exception of the “Forced Help” card, all help cards allow the players to negotiate the fair reward share, should they win the encounter.

    You can have at most 4 luck cards in your hand, at any time. Remember, that you can always discard two cards to gain an upgrade token (yellow one).

  • 2.4 Gear deck and upgrade tokens

    The gear deck contains two levels of upgraded gear (lvl 2 and lvl 3) for each gear part, improving the dice you roll.

    Each card indicates the amount of upgrade (yellow) tokens (1) you need to reach the gear’s next lvl, increasing its dice strength. When you reach the gear’s next lvl, place the appropriate gear card on the corresponding slot on you Lectern. Discard the used up upgrade tokens and swap the old die with the one depicted on the upgraded lvl gear card.

    As shown in the following example, the lvl 3 card (maximum level for the first dungeon), requires 4 upgrade tokens to be upgraded to lvl 4 (2). However, lvl 4 is not available for the first dungeon, so any further tokens acquired and stored on this equipment card may only be used to trade with another player (on a 1:1 ratio) or as discarded cards. Remember that for every 2 cards you discard, you get an upgrade token!

    Upgrade tokens can be acquired through the upgrade cards of the luck deck. Remember that they can be traded with any other player (on a 1:1 ratio), anytime in your turn or another player’s turn. Trading magic cards is not allowed and also giving upgrade tokens and magic cards for free is not allowed.

    2.5 Dungeon deck

    Monster cards - Can be of one of the following types. Symbols on the cards indicate who has to fight the monster:

    Send Keep Choose

    Jump left Jump right Left player Right player

  • Monster cards also indicate possible modifications, like extra levels, special skills (scorched land), rewards, etc. You can find a detailed description of all the symbols on par.8.2. Duel - Combat against a player. The active player chooses the rival. The winner steals an upgrade token of his choice from the player defeated. Set up a duel - The active player chooses any other two players to duel one with each other (sit back and relax!). If only 2 players remain, treat the card as a duel card. The winner steals an upgrade token of his choice. Assist cards - These cards specify the different dungeon levels, battle dice for the monsters and their rewards.

    Dragon quest cards - They describe the objectives you have to fulfill to unlock the dragon.

  • Dragon cards - Get the fire breath!

    - The first player who fulfills the objectives of his dragon quest card, gains the lvl 1 dragon card. The dragon card provides one more die to the player who has it in his possession. Once unlocked, the dragon card can be upgraded by using the depicted amount of upgrade tokens. Each time “any player” defeats a monster, an upgrade token will be added to the dragon card, no matter who owns it.(lvl 4, Dungeon 2) - If a player faces the owner of the dragon in a duel, and defeats him (by using or not using help), the dragon joins him, as is (with all it upgrades). - The dragon die works the same way as all other dice in the game. More details on dice management you will find in par.4.2. - There is a magic card that allows the player to use the dragon in a battle. If you use it, facing the owner of the dragon, the dragon will be your ally for this battle. The dragon must have been already unlocked to use this card.

  • 3.1 Player Lectern (three SEGMENTS)

    3.2 Victory track

    Each of your hero’s victories against monsters or other players, is recorded on a general victories track. If any player achieves 3 victories (v.3) or 3 defeats (d.3) , increase the dungeon level to lvl 2 (only happens once). If any player achieves 7 victories (v.7), increase the dungeon level to to lvl 3. If any player achieves 10 victories, the game ends, with that player declared the winner. At the game setup, the green token is placed on the first position of the track (v.0). The first player to reach 3 victories (v.3) also gains a free yellow upgrade token, and the first player to reach 7 victories (v.7) , gains a free magic token (purple). This bonus is gained once per game.

    3.3 Defeat track

    Each of your hero’s defeats against monsters or other players, is recorded on a general defeats track. If any player suffers 3 defeats (d.3) or 3 victories (v.3), increase the dungeon level to lvl. 2 (only happens once). If any player suffers 6 defeats (d.6), he will have to downgrade all of his equipment cards to lvl1, including the character die upgrade and magic tokens. At the game setup, the red token is placed on the first position of the track (d.0). The first player to suffer 3 defeats (d.3) gains a free upgrade token

  • 3.4 Monster/player defeated track

    Every victory against a monster advances the token on the top track, and each victory against another player advances the token on the bottom track one position to the right. When you reach the circle symbol (1) for the first time, in each of the two tracks, you improve your hero’s die (only once). Whenever you reach the purple symbol (2), in each of the two tracks, you gain Magic tokens (every time), which you can use in any battle.

    At the game setup, transparent tokens will be placed on those tracks (3). Once you get to the end of the track, and if you get another victory, the token resets back to its starting position, and you can move up the track once again (3), allowing you that way to gain more Magic tokens.

    3.5 Character magics

    You can gain as many Magic tokens (purple), as the slots you have in your Magic stash (1). Discarding a token during a battle you are participating (either as the active player or simply assisting another player) allows you to use the magic described in the “Magic stash” (2). The Magic can be used before or after any dice roll from the combatants. The character die can be upgraded, when you reach the circle symbol on one of your two board tracks. If the result of your dice depicts a number (damage dealt) and a circle on its side, you can use the magic described in the bottom part of your character lectern (3).

    Both the die magic and the token magic can be used in any battle you are participating (either as the active player or simply assisting another player).

  • 3.6 Inventory

    Your hand size limit is 4 cards. Any upgrade token card can be traded with any other player, or any 2 cards can be discarded for an upgrade token (yellow), which then you can place on a gear part. These actions can be performed at any time during the game, even if you have less than 4 cards.

    4.1 Dice types

    Gear dice - All gear parts enter the game with a default level 1 die (4 sided), that is improved when you upgrade your equipment, by using upgrade tokens (yellow). All characters have 3 dice with black symbols (character right side) and 3 with white symbols (character left side). Dice with white symbols have two “null” sides, while dice with black symbols have only one “null” side. The same applies for all upgraded dice levels.

    Character die - All characters start the game with a 4 sided die (1), with gold symbols. The starting die has a max value of 2 and a magic symbol at the same side. It can be upgraded (2) by reaching the circle symbol on the monster/player victory track. In the first dungeon, you can upgrade once, to a 6 sided die (0/2/2/2/2/3 with a circle symbol).

    4.2 Dice management

    At the start of the game all players will have their 7 dice available (and ready for battle). 3 with white symbols, 3 with black and their character die with gold symbols.

    When encountering their first challenge, they will decide how many dice they will use. Regardless of the outcome, used dice will be exhausted and not available for the next battle. Those dice will be reactivated after finishing the next battle.

    The card “Reactivated”, which can be found in the Luck Deck, can be discarded to reactivate an exhausted die.

  • Management dice visual explanation: A - In your first battle you use three dice (character die and two white symbol dice).

    B - For your next battle you have one white symbols die and three black symbols dice available. You use one white symbols die and two black symbols dice.

    C- You now have one black symbols die, and at the end of the battle you reactivate the dice you used in the first battle (character die and two white symbols dice). You can now enter a new battle with those dice.

  • 5.1 Game setup

    Each player gets a Player Lectern (three segments) and picks a hero randomly or by choice. Each player gets dice and cards matching their character’s color. Players put on their lectern 3 white symbols dice (helmet, armor, boots), 3 black symbols dice (sword, shield, book) and their character die with the gold symbols (below the character). The remaining cards and dice are set aside, ready to be placed on the player lecterns when the equipment is upgraded. Give an Assistance card to every player (you can find those in the dungeon deck).

    Every player uses a green token for the victory track and a red for the defeat track, and two transparent tokens in their corresponding tracks of their character lecterns (see 4.2).

    Separate the Dungeon Boss card (1), Dragon Quest cards (6), Dragon cards (3) and Assistance cards (3) from the dungeon deck. Shuffle the deck and place it in the middle of the table, where all players can easily reach it, placing the boss card at the bottom of the deck. Give a random Dragon Quest card to each player. This card has to be kept hidden from the other players. The first player who manages to fulfill the objectives of his Dragon Quest card, gains the lvl 1 Dragon card (see 4.2; Dragon cards). Shuffle the Luck deck and deal 4 cards to each player.

    Keep all the remaining upgrade (yellow), magic (purple) and transparent tokens as well as the Luck deck at the center of the table, where all players can easily reach them. Decide the starting player by rolling dice. Play continues clockwise after the starting player.

    5.2 Turn Each player turn is divided in three phases:

    - Exploration - Combat - Resolution

    Exploration - The active player reveals a new Dungeon Deck card. This card can be one of three types (monster card, duel and set up a duel). All card types are explained in 2.5.

    Combat - Combat is resolved by rolling dice.

    Against Monsters: Choose as many dice as you want, amongst your active ones. If anyone is helping you, they must do the same. The monster attacks first, with their corresponding level dice. Once the result of the monster dice roll is determined, you can’t change the dice you will use, even if the monster rolls 0. You roll all the dice and you compare your total to the monster’s result. The highest score wins. In case of a draw, the attacker (player) decides who will re-roll the dice, either the player himself or the monster.

  • At any time the active player can use Magic cards, Magic tokens (purple) or the Spell of his character die, if his die result includes the circle symbol. The rest of the players involved in the battle (by helping one side) can use Magic tokens (purple) or the Spell of their character die, if their result includes the circle symbol. Only the active player can use Magic cards.

    Against Players: The Attacker (active player or the designated player by duel organizer), declares openly the dice he will use for the attack. His rival then, does the same. If both players agree, the duel begins. In any other case, in turn order, the combatants may increase the amount of dice they will use for the duel, but never decrease this amount or forfeit the duel, until both players agree on the chosen amounts of dice, or are unable to add more dice. The two players roll their dice, and compare their results. The player with the highest total wins the duel. In case of a tie, the defender decides who will re-roll their dice. At any time, any of the two combatants can use Magic cards, Magic tokens (purple) or the Spell of his character die, if his die result includes the circle symbol. The rest of the players involved in the battle (by helping one side) can use Magic tokens (purple) or the Spell of their character die, if their result includes the circle symbol. Only the active player can use Magic cards.

    Resolution

    Against Monsters: If the player wins the battle, he gains as many luck cards as indicated by the dungeon level. He also advances on the victory track and the monster victory track, gaining any rewards on the new position he reached. Assisting players do not advance on any track! (This happens only in Legendary game mode).

    If the monster wins the battle, a monster defeat token is added to the table. Upon reaching an amount of monster defeat tokens, corresponding to the difficulty level, the game ends, and all players lose. Furthermore, the defeated player advances on the defeat track, applying Apply any effects on the new position the player has reached. On your sixth defeat… you reset your hero to its starting status.

    Against player: The winner of the duel chooses a yellow token to steal from the defeated opponent. If the opponent has no upgrade tokens (yellow), the winner takes one Luck card from the opponent’s inventory, at random. If the opponent has no cards… choose a stronger opponent next time! The winner gets no loot. The winner advances on both the victory and player victory tracks, and the loser advances on the defeat track. Assisting players do not advance on any track! (This happens only in Legendary game mode). Apply any effects on the new position the players have reached. Assisting players (helping) do not advance in any tracks! (just in legendary Game Mode).

    Regardless of the outcome the active player ends his turn, by drawing 2 cards from the luck deck.

  • 5.3 End of the game

    Once the last dungeon card is resolved, the players must face the final challenge… The Dungeon Boss!!! Depending on the game mode (see.6.1), all players will use all of their dice, or just their active ones.

    1- Before facing the Final Boss, all players check their score by subtracting their global defeats from their global victories. The best (MVP) and the worst player will be allowed to relocate 2 of their upgrade tokens, in order to upgrade their items, if possible. All the other players can relocate a single token. 2- All players will be able to discard all of their inventory cards. Remember, every 2 cards, can be traded for an upgrade token.

    By combining the above two options, you can increase your strength before the final battle.

    Inventory cards and upgrade tokens are discarded before entering the second dungeon! Use them now! All upgraded parts stay in their current level for the next dungeon!

    5.4 final Boss

    All players, depending on the game mode, will either use all of their dice, or just their active ones. Depending on the difficulty mode, the remaining defeat tokens (see 1.4), will determine how many chances the players have to try and defeat the Final Boss. The Boss will attack first, with the dice depicted on the assistance card. Once the Boss’s dice are rolled, the players roll their dice, trying to get a better result, and defeat it.

    Magic cards, Magic tokens (purple) or Character die Spells are not allowed in the final battle.

    GOOD LUCK! If the players manage to defeat the Final Boss, they share the spoils of their quest!

    Reward:

    2 players - 3 upgrade(yellow) tokens and 3 magics(purple) tokens. 3 players - 6 upgrade(yellow) tokens and 3 magics(purple) tokens. 4 players - 9 upgrade(yellow) tokens and 3 magics(purple) tokens.

    The rewards are divided equally among all players. The MVP (best score, after subtracting their total defeats from their total victories) will be the first to choose which 3 tokens will get, followed by the player with the second best score etc. In case of a tied score, players have to come to an agreement about their rewards. .

  • 6.1 difficulty game modes

    A walk in the park - - 5 Monster defeat tokens. - 1 Magic token (purple), on the “Magic stash”, at game setup. - Victories and defeats are not tracked for assisting players. - Players use all their dice (active and/or exhausted) for the final

    battle

    Adventure - - 4 Monster defeat tokens. - Victories and defeats are not tracked for assisting players. - Players use all their dice (active and/or exhausted) for the final

    battle.

    Epic - - 3 Monster defeat tokens. - Victories and defeats are not tracked for assisting players. - Players use only their active dice for the final battle.

    Legendary - - 3 Monster defeat tokens. - Defeats are tracked for assisting players, as well. - Players use only their active dice for the final battle.

    “balance” Clause

    If you want a more progressive gaming experience but you are still not an Ambush expert, you can slowly increase the dungeon difficulty. Set apart the three “+1 monster” cards from the dungeon deck. Split the rest of the cards into 3 equal stacks, and add a “+1 monster” card in each stack. Shuffle each stack separately and place them on top of each other. This way, the tougher challenges will be spread in the Dungeon deck.

    This is applicable to all difficulty modes.

  • Cancel the effect of any spell generated

    from Luck cards, Magic tokens (purple)

    or character dice spell.

    Nothing happens… Steal an upgrade token from another player, anytime you want (your turn or another player’s

    turn).

    Use the dragon card. You can find a full explanation of

    how to use the dragon on page 9.

    In a duel, you can force your enemy to

    decrease the value of one of his dice, to the

    minimum lvl. Use this card after the

    enemy has decided the dice he is using. Against monsters -1

    hit pointt.

    Reactivate an exhausted die,

    anytime you want (your turn or another

    player’s turn).

    Offer your help to another player or

    even a monster. Help can be refused. Just one help card in a

    battle.

    Compel another player to help you

    in battle, with a minimum of two dice. You keep all the rewards of a

    successful encounter.

    Join a battle where a help card has been

    used.

    In a duel, decrease an enemy’s die by one

    step. Against monsters, -1 hit

    point.

    Send the monster card to the bottom of the deck, only before the final Boss card.

    The active player passes the monster to

    the next player, in clockwise direction.

    8.1 DESCRIPTION OF THE LUCK CARDS

  • Decrease the monster strength by one level.

    Flee from a monster. The monster disappears.

    Gain a magic token or an upgrade token,

    anytime at the play.

    Get a magic token, anytime at the play.

    8.2 DESCRIPTION OF THE MONSTER CARDS

    Magic cards can’t be used when you help in another player’s battle

    Keep the monster. Help cards cannot be used to fight this

    monsters.

    Send the monster to another player. If the player wins the battle, you get the rewards.

    Send. Monster strength is one level up. In defeat, all the

    players involved in the battle will lose an upgrade token.

    Chosen by each player. In victory, get reward by

    monster level, and a magic token.

    Keep the monster. The monster strength is one level up. In defeat, keep the card face

    up after next monster comes. Next monster will add one extra hit (+1) to its roll.

    Send the monster to another player. In defeat keep the card face up. Next monster will add

    two extra hits (+2) in its roll.